Since Pardner is inactive, MODDB receives little attention. Note sure there is any active SG Developer left at the moment, who has access to MODDB. Maybe, someone should step up with the promise to take care of MODDB and contact Pardner via PM.

I gave the Moddb page some much needed love. I would love some feedback and possible some help on getting the page looking its best. I want to get the game description styled like our main page. Also I think the description is quite outdated and could use some rewriting. http://www.moddb.com/games/smokin-guns

Pardner wrote:I would love some feedback and possible some help on getting the page looking its best

Unfortunately, ModDB styles and colors don't play very well with SG site's ones.Nevertheless, having designed SG site current style, if I can help I'll do it. Technically speaking, at the moment I don't know what this would imply, though.

<div style="padding: 20px; background-image: url(http://www.smokin-guns.org/sites/all/themes/smoke/images/wood_alamo1b-shadowb.jpg); background-repeat: repeat; border: 0px;"><div style="background-image: url(http://forum.smokin-guns.org/styles/smoke/theme/images/bg-topiclist-header.jpg); background-repeat: repeat; border: 1px; border-style:solid;border-color:#000000;"><div style="background-image: url(http://www.smokin-guns.org/sites/all/themes/smoke/images/bg-page-body.jpg); background-repeat: repeat; border: 0px;"><div style="padding: 2px; background-image: url(http://forum.smokin-guns.org/styles/smoke/theme/images/bg-topiclist-header.jpg); background-repeat: repeat; border: 0px;"><h2><span style="text-decoration: underline;">Summary</span></h2></div>Smokin' Guns is intended to be a recreation of the "Old West's" great atmosphere. It is being developed on IoQ3's implementation of Id Softwares IdTECH3 engine. This Total Conversion of Q3 includes weapons created with historically correct information about damage, rate of fire, reload time, etc. It also includes gametypes and maps inspired mostly from western styled movies. And to increase the feeling of a "Gunslingers Atmosphere" music tracks and sounds have been adapted to the simulated times. The Smokin' Guns game started its life under the name of Western Quake³. It was originally developed by a team known as Iron Claw Interactive. They released WQ³ beta 2.0 in 2003, after which development all but ceased. In May 2005, development of Western Quake³ was taken over of by a bunch of cowboys calling themselves The Smokin' Guns with the blessings of the former team. Improvements to the game continue to this day!

<div style="padding: 2px; background-image: url(http://forum.smokin-guns.org/styles/smoke/theme/images/bg-topiclist-header.jpg); background-repeat: repeat; border: 0px;"><h2><span style="text-decoration: underline;">Downloads</span></h2></div><strong><span style="color: #ff0000;">This is the stand-alone version of the Quake III Arena mod, Western quake 3. You are no longer required to purchase Quake3 in order to play this game. </span><span style="color: #ff0000;">Smokin' Guns engine is now open sourced: you may download our source code at our <a href="http://sourceforge.net/projects/smokinguns/">SourceForge Page</a>. If you have any question or need help, you may ask here on Moddb, or head over to our <a href="http://www.smokin-guns.org/">Forums Page</a>.</span></strong><div style="padding: 2px; background-image: url(http://forum.smokin-guns.org/styles/smoke/theme/images/bg-topiclist-header.jpg); background-repeat: repeat; border: 0px;"><h2><span style="text-decoration: underline;">The Gametypes</span></h2></div>All game modes are based on the prize/reward system. Prize/Reward means you get money for kills, with the money being used to buy weaponry, ammunition and special items. The system is weighted so those "better" players are worth more reward money than novices. "By killing a player with more kills than you have, you will get more money than he would earn for killing you." The sentence above demonstrates to you the basic idea of this system: The bad players won't become worse due to the lack of money for weapons, so fair and balanced gameplay is possible. So even if you don't get a lot of kills you can make the ones you do get count!

<h3>Bank Robbery game type:</h3>As the name says the goal of this game type is robbing the bank. One team has to attack the bank and steal the "money bag". The robber's team is equipped with triple dynamite, which allows them to blow a hole in the building and proceed to the money. After grabbing the money, they just have to head back to the escape point with it to win.

Robbing the bank isn't going to be easy because the whole second team is protecting the bank and will try to prevent the other team from getting in. While a robbery might be more difficult to pull off, it will be much more profitable than just killing off the defending team.

This game type is suitable for 2 to 16 players depending on the level size.

<h3>Duel game type:</h3>The idea of duel is to enable classical western shoot-outs using only pistols. This game type is suitable for 2, 3 or 4 players and also for 2 player teams.

The duel maps are huge maps divided into several parts. Separate Duels can be performed in each part of the map (up to 16 players are supported per map). The details of the duel are as follows: The combatants stand opposite each other while a musical clock starts to play. When the music stops the duel begins. The holstered pistols have to be drawn, it will take a few seconds until one can aim precisely (this will be indicated by the crosshair gradually fading in). During this time the player can decide whether he wants to face his opponent (with poorer chances to hit) or seek cover.

The winner of the duel gets money for his kills and usually stays on the map part he "won" where he will meet the next challenger(s). As you can see, it depends on the amount of players on the server on which map and with whom you play (it's a complicated system and you'll see how it works exactly when it's finished).

<h3>Deathmatch and Team Deathmatch game type</h3>Smokin' Guns preserves the classic Deathmatch gameplay found in the Quake series. Players spawn at random areas of the level and must compete against other players in a wild west shootout. The winner is the one who defeats the most opponents in a set time limit. The levels have money and weapons that the player may pick up, and more money is awarded when the player gets a kill. This allows the player up purchase new and better weapons.

In Team Deathmatch mode, the players are divided into two teams. The winning team is the one who defeats the most opponents in a set time limit . Levels remain the same as normal Deathmatch mode.

This game type is suitable for 2 to 16 players depending on the level size.

<h3>Round Team Play game type</h3>This mode is a cross between Bank Robbery and Deathmatch. Players are divided into two teams. A point is awarded to the team who defeats the opposing team. The winning team is the first to reach the set amount of points or has the most points in a set time limit. The levels are the same for Deathmatch mode.

This game type is suitable for 2 to 16 players depending on the level size.<div style="padding: 2px; background-image: url(http://forum.smokin-guns.org/styles/smoke/theme/images/bg-topiclist-header.jpg); background-repeat: repeat; border: 0px;"><h2><span style="text-decoration: underline;">The Buy Menu</span></h2></div>The buy menu allows you to purchase equipment using the money you earn for killing people or for accomplishing your mission. By default, pressing the B key will open it. Navigating the buy menu is done with either number keys, or the mouse. Each number has a corresponding item or submenu. In round-based game modes you can only buy equipment when you are in a buying zone. The buying zone is an area around your team's spawn points. Your money display turns yellow when you are in a buying zone. There's also a time limit. In deathmatch game types, equipment can be bought anywhere, anytime<div style="padding: 2px; background-image: url(http://forum.smokin-guns.org/styles/smoke/theme/images/bg-topiclist-header.jpg); background-repeat: repeat; border: 0px;"><h2><span style="text-decoration: underline;">The Heads-Up Display (HUD)</span></h2></div><a href="http://forum.smokin-guns.org/manual/pics/hud.jpg" title="HUD" rel="lightbox"><img src="http://media.indiedb.com/images/games/1/12/11583/auto/hud_s.jpg" alt="HUD" width="475" height="356" /></a>

<ol><li>Your weapon.</li><li>Amount of ammunition loaded in your weapon.</li><li>Ammunition left in the belt.</li><li>Items you are carrying (boiler plate, ammunition belt, and/or money bag).</li><li>The amount of money you have. Earned by killing enemies, or by winning bank robbery rounds. (Pickups are also available in deathmatch.)</li><li>Your health.</li><li>Same as item 3, they both show the same number (akimbo mode only).</li><li>Ammunition loaded in the second weapon you are holding (akimbo only).</li><li>The second weapon you are holding (akimbo only).</li><li>Crosshair - turns yellow to indicate when you can press the 'activate' key to open a door or use a gatling. A red X covering the crosshair means you're aiming at a teammate in team modes.</li><li>This arrow points in the direction of the escape point (only when carrying the money bag in bank robbery mode).</li><li>Your score to the left, best (or second best if your are in the lead) score to the right. Team scores in team gametypes.</li></ol></div></div></div>

Pardner, I premise that your customisation is not bad, and could be enough...

As I see you can only add inline styles (no internal/external stylesheets), and only to game description|news.WOP made a very dirty thing they included an internal stylesheet inside the <body>, instead of inside the <head>. This is something totally off-standards, but in some way it works.

I don't really feel comfortable with inline styles (they are always hard to maintain and often causing more problems than solutions) and moreover you can't change background in this case. So, if you feel the urgency of further customisations, probably we could follow WOP workaround, though I'm not sure ModDB will appreciate this

Thanks for the help, I tried and tried to make a CSS in the body but I was unsuccessful. Anf of cource, I don't have access to the header. Moddb strips some HTML tags when I tried to submit and my <style type="text/css">body {}</style> was turned into a comment! I will give it another try after looking at WOPs CSS.